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95 lines
2.8 KiB
95 lines
2.8 KiB
/** |
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* A helper class for `FixProjectileFF` that adds an instigator and |
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* friendly fire checks to `TakeDamage()` method to avoid exploding projectiles |
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* when not expected. |
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* Copyright 2021 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class FixProjectileFFClass_SPGrenadeProjectile extends SPGrenadeProjectile; |
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var private SPGrenadeProjectile projectileFace; |
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public final function SetFace(SPGrenadeProjectile newProjectileFace) |
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{ |
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projectileFace = newProjectileFace; |
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} |
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public function TakeDamage( |
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int damage, |
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Pawn instigatedBy, |
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Vector hitLocation, |
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Vector momentum, |
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class<DamageType> damageType, |
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optional int hitIndex) |
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{ |
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local bool canTakeThisDamage; |
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if (damageType == class'SirenScreamDamage') |
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{ |
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Disintegrate(hitLocation, Vect(0, 0, 1)); |
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return; |
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} |
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canTakeThisDamage = |
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(instigatedBy == instigator) |
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|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable(); |
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// Unlike M79/M32 - no `!bDud` check, since it's supposed to fall down |
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if (canTakeThisDamage) |
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{ |
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Explode(hitLocation, Vect(0, 0, 0)); |
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if (projectileFace != none) { |
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projectileFace.Explode(hitLocation, Vect(0, 0, 0)); |
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} |
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} |
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} |
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simulated function Explode(vector hitLocation, vector HitNormal) |
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{ |
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super.Explode(hitLocation, hitNormal); |
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if (projectileFace != none) { |
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projectileFace.Explode(hitLocation, hitNormal); |
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} |
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} |
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simulated function Disintegrate(vector hitLocation, vector hitNormal) |
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{ |
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super.Disintegrate(hitLocation, hitNormal); |
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if (projectileFace != none) { |
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projectileFace.Disintegrate(hitLocation, hitNormal); |
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} |
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} |
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event Tick(float delta) |
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{ |
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super.Tick(delta); |
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if (projectileFace != none) |
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{ |
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projectileFace.SetLocation(location); |
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projectileFace.SetRotation(rotation); |
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projectileFace.velocity = velocity; |
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} |
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} |
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event OnDestroyed() |
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{ |
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if (projectileFace != none) { |
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projectileFace.Destroy(); |
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} |
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} |
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defaultproperties |
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{ |
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RemoteRole = ROLE_None |
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} |